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Warning fixes
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2 changed files with 1 additions and 9 deletions
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@ -891,7 +891,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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// initialize a new jointChainInfoVec, this will holds the results for solving each ik chain.
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JointInfo defaultJointInfo = { glm::quat(), glm::vec3(), -1, false };
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for (size_t i = 0; i < targets.size(); i++) {
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int chainDepth = _skeleton->getChainDepth(targets[i].getIndex());
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size_t chainDepth = (size_t)_skeleton->getChainDepth(targets[i].getIndex());
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jointChainInfoVec[i].jointInfoVec.reserve(chainDepth);
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jointChainInfoVec[i].target = targets[i];
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int index = targets[i].getIndex();
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@ -1082,14 +1082,6 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, bodyCapsuleHalfHeight, 0);
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const float HAND_RADIUS = 0.05f;
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const float RELAX_DURATION = 0.6f;
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const float CONTROL_DURATION = 0.4f;
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const bool TO_CONTROLLED = true;
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const bool FROM_CONTROLLED = false;
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const bool LEFT_HAND = true;
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const bool RIGHT_HAND = false;
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const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.95f;
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if (leftHandEnabled) {
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